Review falithes 4/5 · Jun 10, 2025
A niche uncompromising vision. Not for everyone.
It's rare to find a good split-screen co-op experience and Outward is firmly just that. It's a very rough start. Not only due to the game's immense depth, but also it's minimalism in bothering to explain any of the complex systems to you. It's first and foremost a survival game, where most of your time will be spent preparing and …
It's rare to find a good split-screen co-op experience and Outward is firmly just that. It's a very rough start. Not only due to the game's immense depth, but also it's minimalism in bothering to explain any of the complex systems to you. It's first and foremost a survival game, where most of your time will be spent preparing and traveling. Combat is certainly present and the world is absurdly hostile towards you, but speed and endurance are the best stats. Not only because you can outrun most fights, but also because you have to run everywhere on foot with very limited fast travel options. This is a slow and methodical game. Where the primary currency of the game is knowledge, not anything tangible to the game itself.
So here was my start to the game (which I imagine is pretty standard for most people): We just kind of woke up on a dock with nothing, clothes included. We meandered around the coast and came across a campsite where a dude said we can rest. We do so and then wake up jarringly in a lighthouse. Perhaps this opening sequence was meant to be a dream since you shipwreck? Not sure but it was confusing. Then we're being told we owe an outrageous amount of money and off we go! Very little in the way of guides. All minimalist and we need to scrounge around for a backpack, weapon and waterskin. All doable. Then off into the wilds and... we immediately get our asses beat by the first two bandits we encounter. I took out one and almost got the other, but dead. Spawn back in town. Back into the wilds. Dead again. Back in the wilds. Make it to the cave. We panic and immediately die again, but this time we wake up in the cave. Finally combat clicks and we are able to get the mushroom we had a quest for and after fumbling we find our way back to town. But alas, it was too late. Our debt wasn't settled in time. And now off to the next adventure.
The game has a lot of breadth and depth to it that rivals the most complex action RPG such as POE. It's different in how it has complexity. There aren't deep characters you can pick up front. Instead, you forge your build with various abilities via trainers. There are no rules for how you can spend breakthrough points which unlock build level abilities and can potentially change how you play (the only limit is you have only 3 points to spend). Another interesting design choice is how there isn't experience or levels. Instead money is used to purchase abilities and thus level. In addition, the one faction you choose can also result in other stat bonuses. But you can only choose one faction per playthrough, which encourages replaying the game to do more factions and get those bonuses. The game gains its complexity from the free-form character build, wealth of mechanics and secrets. Each region is a large open world map with plenty to do. Secret weapons and armor to collect.
Combat does change over time as you unlock new abilities, but the real way to gain power in the game is through gear. Before you have good gear, even a random bozo bandit on the road can mean an easy death. Thus combat is best avoided early on. Especially since there isn't XP and rewards from enemies you fight start pretty lackluster, but higher level enemies do drop good material for crafting better gear and sometimes bandits will be using good gear that you can then take for your own. The game is difficult and punishing. Both in how tough early game enemies are but also in how punishing failure can be. For example, your first quest is basically designed for you to fail. Once you learn some tricks, you can actually save your home both quickly and reliably.
That's the thing about the game, as previously mentioned knowledge is the highest currency. Knowing where good items and gear are will bring your build online quicker and once you are geared combat starts to feel rewarding and trivial. This design philosophy will be very polarizing. The game demands much from you and if you're willing to invest it is a very rewarding experience. Easily one of the best couch co-op experiences you can have. I did end up duping money when I found a way to load different autosaves. Honestly no shame, gaining money the legit way is very tedious or complicated. If you look at a guide on how to get rich, it will be a very long and convoluted path. Duping removed that extreme tedium. Even with infinite money though, the game is still no cake walk. You still need to get gear and come up with a build. You also need to learn enemy attack patterns. Even with good gear, main bosses in the end game can still kill you in nearly a few hits. Such as MK-7 Golem. My friend and I accidentally started the Rust and Vengeance quest because we had no idea what we were doing. We progressed and hit a huge brick wall with the golem boss. He one shot us almost immediately. So we backed off, did some side activities and got good gear to set us up for success. After several adventures and getting good gear to bring my mage build online and my friend's halberd monk build online we tried again and it was immensely satisfying beating the golem after only a few tries.
That's how the game is. You get sucked into an immersive world. It has complex survival mechanics. Obfuscated quests that require you to think carefully and critically. No quest markers, only descriptions and a map that doesn't track your location. Not gonna lie, we used a guide. No shame in that but I do have mad respect for anyone who figured out this game as intended. Movement speed and endurance, as previously mentioned, are your best friends and easily the most important stats. You will spend most of the game running. There is some fast travel, but it is locked behind the definitive edition and has limitations. You can only fast travel to a DLC location from any major city using a trader, and within the DLC city, it is randomized which other major city you can fast travel to. you can encounter these traders in the wild and they can fast travel you if you have the money and resources.
Magic and enchanting in this game are very novel and I'm a huge fan of both. They take on a ritualistic form. Such as with Rune magic. You have four runes that can be combined into different dual combinations for different magical effects. Which makes spellcasting feel more active and like you are actually conjuring something up. It does make it convoluted and creates a learning curve and experimentation, but IMO that makes it more immersive. Nothing else like it. Enchanting requires you to place totems around a pedestal and light incense. This is certainly janky, but not too bad once you have done it a few times. Certainly the most fun I've had playing a mage style build in a game. Which makes me excited for the sequel.
The only real disappointing thing about this game would be the Brothers DLC. While I understand it's designed to be end-game, I just don't like the general design of its progression. It takes massive amounts of resources and lots of running around and grinding... You first need to collect samples (which are rare and randomly spawned around the map). I believe in the original release, these samples were fully randomized and some of the items from these random and unreliable drops were required for necessary progression. In the definitive edition, they made this better by allowing you to turn in 10 random samples and then have the ability to select which resource you want in 24 hours. Without this change you would have to run around the whole map collecting samples and then reset the spawn rate and do it again until you get the drop you want... what a slog! This is basically MMO design philosophy but bad. Not only because there isn't a monetary reason for Nine Dot studio to do this, but also the sheer unreliability and randomness that was cooked into the samples... the game doesn't need more time sinks. The dungeons and zones in this final DLC area are cool, but it's frustrating how grindy and immense the resource sink is for the DLC. The other DLC I think is great. It's also a challenging late game area with great aesthetic. Still I really enjoyed my time with this game.
Everything about this game is about preparation. Whether through consumables or having the right gear for a quest. It's a game that almost requires you to research to have a fighting chance, which makes it a game firmly not for everyone. But if all of that sounds interesting, it might well be a game you love.